Friday, November 8, 2019

Whit's Fur Ye'll No Go Past Ye

My friend Bruce and I have been trying to get together weekly to play games. He's generally free in the late mornings/early afternoons as he works shifts starting in the late afternoon. WE've mostly been playing board/card games.

I'd suggested Necromunda at one point. He's played Kill Team (with his own Genestealers!) but he said he found GW games "tedious" as you have to roll so many dice - roll to hit... then roll to see if you wound... then the target gets to roll to see if they save... then you may need to roll to see how much damage you do (in the case of a weapon that does more than one damage per successful attack against a target that has more than one wound) and then, if it's Kill Team (or Necromunda) and the target has lost all of it's wounds, roll to see if it's out of action, seriously injured or has a flesh wound... I guess I can see that...? I don't really think it's all that MCU more than D&D, which he plays a lot of, but whatevs... didn't bring it up again.

Earlier this week, when he contacted me about playing a game, I suggested Dragon Rampant - a miniature skirmish game (albeit, slightly LARGER skirmishes...) that is fast playing and rolls a set amount of dice (six or twelve d6s, depending on the status of the unit) and check for hits, compare to stamina of target unit, remove appropriate number of dudes.... all in ONE ROLL!! I guess if they do lose guys a second roll is made to see if they fail morale... He said he'd be interested to try.

I thought about what forces to use - standard medieval fantasy stuff (humans, orcs, elves, etc.)? Or maybe some of the recently reorganize Legends of the Five Rings forces (Phoenix Clan and Lion Clan)? But then last night I had a stroke of brilliance - Bruce is a Huge fan of H.P. Lovecraft and Call of Cthulhu AND Solomon Kane... So I thought I'd try a mash-up of Pikeman's Lament and Dragon Rampant (mostly just using Pikeman's Lament, with a few fantastical elements from Dragon Rampant!)

So I set to work - between last night and this morning I came up with an idea for a scenario and then sorted out some units and picked them out of storage and hauled them all upstairs along with all the terrain and set it all up and printed off some unit cards and wrote out some other unit cards... It was all ready to go for 11am when he was to show up...

And then he bailed....

I feel like this is starting to become a bit of a trend around here...

(I don't mean just Bruce... all the necromunda games that have been planned and subsequently cancelled, the game weekend, the Dominion campaign, etc...)

It's really beginning to get me down...

So what then...? Spend yet MORE time putting it all away again - for nothing!? Press gang one of the kids into playing with me!?

In the end I decided to play it out solo-style to see... well... how it would have all played out...

And so here is how it all played out...


1666, Scotland

The Infamous Witch Hunter, Ezekiel Erasmus Eisenhauer, found himself in Scotland tracking the rumour of a remote village that had taken to worshipping dark entities. He gathered around him some stout Scottish Government troopers - hardened veterans of the Wars of the Three Kingdoms - to march on the village and investigate these rumours!

They arrived just in time to witness a debased cult in the act of trying to summon some dark entity!


SCENARIO

The Cultists are trying to summon a Dark Young of Shub-Niggurath. To do so the Cultists must successfully pass six ritual activations - at which point the Dark Young appears and joins the cultists side.

The Witch Hunters need to stop this by killing all the Cultists - or, failing that, kill the Dark Young!


FORCES

Witch Hunters

Ezekiel Erasmus Eisenhauer - Commander
Gallopers - Agresssive, Elite - 6 points

Scottish Horse - Gallopers - 4 points

Scots Pike - 4 points

Scots Shot - 4 points

Scots Shot - 4 Points

Total: 22 points

(whoopsie... I'd meant them to have 24-26... should have included a second unit of Pike - or replaced one of the shot with a Forlorn Hope of dismounted cuirassiers or some such...)


Cult of the Black Goat

Forlorn Hope - 6 points

Clansmen - 3 points

Clansmen - 3 Points

Cultists - 2 points

Clubmen - 1 point

Clubmen - 1 point

Total: 16 points

(How did I screw this up too!? I'd meant these guys to be 20 points - less than the Witch Hunters - but with the potential to summon MORE... math is hard, I guess... ah well...)

Dark Young of Shub-Niggurath
Greater Warbeast (+ Cunning, + Terror - like fear, but causes -1 to all morale tests for enemy units within 12" AND all enemy are -1 to activate when trying to attack the Dark Young) - 10-ish points..?

THE GAME



Ezekiel Erasmus Eisenhauer and his band of protectors surmount a hill and spy the degenerate locals involved in their depraved ritual!



Along with the infamous Witch Hunter, a company of troops from the nearby garrison marched to aid in halting these evil proceedings.



The debased locals worked up into a frenzy around the ringleaders of the cult.



The inner circle of the tainted cult preform their perverse ceremony.



the battle lines are drawn...



Ezekiel Erasmus Eisenhauer and his band of protectors lead the charge down the hill - followed by all the Scots.



Whoopsie! The Forlorn Hope of Highlanders tried to shoot at the Witch Hunters... and failed... ending their turn (at least the cultists had already performed their ritual - always the first things I did - after checking for any Wild Charges or Rallying....)



Oh, it's going to be THAT sort of game, is it...?

(rolling for a Command Blunder, the Witch Hunters received -1 Honour... as I wasn't really tracking Honour - it's kind of an all-or-nothing sort of mission - it didn't really matter...)



As the Witch Hunters galloped ahead as evil and foetid mist flowed across the battlefield, from the nearby marsh, obscuring and confusing the Scots that followed. They faltered in their advance and left the Witch Hunters alone and exposed.



So very exposed...

Out of the mists, one of the units of clansmen wildly charged them from the flank.



Caught by surprise, two of the Witch Hunters men fell from their horses. The rest cut down three of the highlands and sent them scarpering back from whence they came!

The Highland Forlorn Hope then blasted a volley into the Witch Hunters, taking down another two of their number! This left only Ezekiel Erasmus Eisenhauer and his trusted lieutenant, Sulaiman Khan (a witch hunter from the East that Eisenhauer met on his journeys through the lands of the Ottomans). The pair kept their cool, but things were looking very dire for the Witch Hunters indeed.



Eisenhauer and Khan weren't going to just sit their and get shot to pieces! They charged the fleeing Highlanders, cutting down a few more.



AS they fled further, they followed on cutting down more still!



The muffled sounds of desperate battle and the cries of dying men filtered their way through the mist and the terrified Scots looked at each other and wondered what they should do.



The remaining four highlanders retreat turned into an utter route and they fled into the hills.



The barely heard triumphant cries of the Witch Hunter and his Lieutenant spurred the Scots into action and they advanced into the mist...



Some of the mist cleared around the ritual sight and the Highland Forlorn Hope caught a glimpse of the Witch Hunter and his Lieutenant and fired another volley of musketry... and arrows...?!



Sulaiman Khan fell from his horse and Eisenhauer was quite certain he was dead...



Eisenhauer was feeling distinctly alone and exposed and overwhelmed...



... so he galloped off into the hills.



The Scots continued their advance on the ritual site - only to find, as they came out of the mist, that the Witch Hunter they followed was nowhere to be found! (when I tried to rally him, he failed spectacularly and routed!). The Scots morale wavered a moment, but then they pressed on!



The sudden appearance of all the Scots made the remaining group of clansmen question their whole part in this (actually it was a command blunder the previous turn which cause them to waiver... and they just kept failing to rally...).

The Scottish Horse charged the debauched local Laird and his Forlorn Hope, but were brutally repulsed!



Then suddenly the Witch Hunter reappeared atop the hillock they'd started on!? where had they come from?! Was their whole charge and seeming demise all some sort of unfathomable ruse!?

(I'd rolled a command bonus that allowed me to bring on 4 points of reinforcements - returning units that had been lost - So I brought back the Witch Hunter. Apparently, they'd only suffered minor wounds - bumps and bruises from being unhorsed - they rallied beyond the hills and returned to the battle - though with a little less exuberance - as it was only 4 points I dropped their Elite/Veteran status... and also ditched the Aggressive upgrade - to make them seem a touch more recalcitrant - like they were returning with their collective tails between their legs!)



Having failed to stop the ritual, the cultists successfully summoned one of the children of the Black Goat of the Woods....



I tried moving some of the Highland clubmen out of the way to give the Dark Young a path with which to advance upon the Scottish government troops.... but failed a few times ending turns before the Great Beastie could move - giving the Scots a chance to maneuver and form a battle line... of sorts...



Eventually I decided I just needed to move the Dark Young AROUND the stupid (petrified?) villagers.

Fire from the unit of Scottish Shot saw off the Highland Commanded Shot.



The terrifying beast lumbered towards the Scots, just as the Witch Hunter rejoined the fray!



Yeah, it was a pretty epic scene.... Not sure how this was going to go down, but it was pretty exciting!



The beast charged... the Witch Hunters counter-charged!



The Witch Hunters lost two of their own to the one Strength Point they'd knocked off the Dark Young and were thus obliged to retire.... The Dark Young followed on!



The otherworldly horror stuck down two more of the Witch Hunters and then paused as they galloped away!



ANOTHER Command Bonus bringing reinforcements back on the table - this time for the Highlanders! I guess they weren't routing after all - they were just going to fetch more of their brethren from the pub!



Desperate, the Scots cavalry charged the unholy terror! They were utterly destroyed.



The Witch Hunters charged in again, and were likewise destroyed!



The profane creature of the abyss then crashed into a unit of Scottish Shot, killing many and scattering the few that remained.



It followed on into a second unit that was prepared to give fire.



It seemed to injure the beast...



... but their own casualties compelled them to retire into the marsh!



The Beast followed them...

Meanwhile the returned Highlanders charged the block of Scottish Pike!



The two groups utterly savaged each other...



But it was the clansmen that broke and withdrew!

The Shot in the marsh executed a fighting withdrawal, blasting the greatest with shot as fast as they could...



With the Clansmen out of the way, the Highland Forlorn Hope unloaded a volley on the Pikemen, still unsettled by the ferocity and violence of the clansmens charge. Losing a few more of their number was just too much and they dropped their pikes and fled the field of battle.

The last few Scottish shot in the marsh came to the conclusion that they savage supernatural fiend was not stoppable by mundane arms such as they had at their disposal, and the few that remained faded into the mist...

(In fact it was down to it's very last Strength Point... they just happened to fail one last morale test and left... so close!)

...

This turned out to be a really exciting game - LOTS of back and forth, so many times I thought it was going downhill for one side, only for them to rally and recover and take it back to their foes! I LOVE this about all of Dan Mercy (and Michael Lack)'s games!

In retrospect, I probably should have made the Ritual Activation a 6+ - regardless of how many cultists were left (or made it -1 to the roll if they were less than half) and said they could only do it if they were within 1" of the standing stone. If I were to run the scenario again, that's what I would do...

Also I could possibly have treated the Dark Young as a completely separate force that did a wild charge at the closest unit - of EITHER side - Who can truly control these otherworldly beasties  (damn those peasants in the way! as if a Dark Young would politely go around them!). Maybe it wouldn't attack the priests unit (or the Forlorn Hope) representing SOME measure of control from having bound the creature...?

I wish I had enough Seven Years War miniatures to try out Rebels and Patriots! (Hmmmmmm... If I did a little rebasing....?)


Coming Soon to Tim's Miniature Wargaming Blog:

MOAR Necromunda stuff!!!

Thursday, October 31, 2019

Necromunda Re-Basing Project

Never say "Never!"

I have learned this all too well, so many times over.

I've never really been overly fond of plastic slotta bases - at least with metal figures. They were too light and I felt they made the over all model top heavy. I also thought they were a bit plinth-like - making scale creeping models even TALLER than older smaller models I had based on... well... other, thinner materials I've used throughout the years.

I've absolutely HATED black sides on bases. I especially hated them on plastic bases. Why, when one spent so much time making the top surface of the base so beautiful with a grassy scene or desert with scrub, would you paint the sides of a plastic base BLACK (instead of green or brown - to match the top of the base or your table terrain)!? As most plastic bases are black, it just looked to me like you forgot or couldn't be bothered to paint them. It looked unfinished and lazy. I also found the contrast jarring when looking at them on a finely manicured tabletop - especially in close-up photos.

So, this past week I decided to rebase all my Necromunda stuff (and a bunch of other skirmishy-rpg-sci-fi minis) on to plinth-like, plastic bases with black sides...

(Go on, laugh. I'll give you a moment...)

I think it all started when I decided the Genestealers and Terminators for Finnegan's Space Hulk game should be on bases - I mean they sort of had integral bases... but they were odd-shaped and in most cases not nearly large and stable enough to keep the dynamic miniatures upright under most conditions. So I picked up some 32mm Nectomunda bases to stick them all to. This required some considerable carving for most of the Terminators, and, in some cases, a bit of converting with green stuff. In the end I was pretty happy with the results.

Actually, now that I think about it... It may have been John's Stormcast Eternals that I painted for his Warhammer Underworlds: Shadespire game that were the first cast, scenic bases I painted - that inspired me to try out the Necromunda bases for the Space Hulk figures (I also later painted some Sepulchral Guard and Ironskullsz Boyz for him.... and I'm STILL working on the Dwarf and Skaven lots... I should just NEVER say I'll paint stuff for other people... that IS a Never I really SHOULD learn to say!!!)

Last year I assembled and painted Drukhari Kill Team for Amanda. I wanted to make a dedicated Kill Team that stood out and looked a little different from the rest of the Drukhari. I also was starting to feel like my standard dirt bases with scrub or grass tufts would look more odd and out of place in an urban setting than an urban base would in and not-so-urban setting Kill Team might be played in (as there would likely, with the exception of the Death World Forest, still be structures of one kind or another). I had liked how the Terminators and Genestealers turned out and I just don't like putting plastic figures on metal washers (like I have, until now, done with all of my individually-mounted metal figures). So, I thought I'd try them on Necromunda bases. I was rather pleased with that result and, as an added bonus, because the bases ARE so tall, I could paint the names of each of the warriors on the back sides of the base, which I knew would help out Amanda immensely in identifying which model was which Wych.

I liked how they turned out so much, I did my own Adeptus Mechanicus Kill Team on necromunda bases. When I got to doing the Sicarian Ruststalkers and the Tech Priest Dominus commander, they didn't have 40mm necromunda bases (they do now!) so I broke down and picked up a set of sector mechanicus bases - which were even more detailed!

I've also helped paint a lot of Finnegan's Genestealer cultists (and the Magos)...

And so, along the way, I've gone from despising to grudgingly accepting to rather liking... and looking over my collection of Necromunda miniatures, all on their rather boring, generic dirt bases... well.. I decided they needed some "sprucing up" and I went out and bought some more Sector Mechanicus bases and some more Sector Imperialis bases and some more Necromunda bases - for a bit of diversity - and over the last week or so have been busy re-basing the lot of them... I tried to spend a bit more time on these to really make them "pop".

Is this all in accordance with The Plan...? Oh, HELL NO! But, then again, I DID include four weeks to "finish up" some Necromunda stuff... and I AM working on Necromunda stuff... so I'm not TOO far off. I just won't likely finish up the Van Saar and Orlock gangs as I'd originally hoped to (or the additional Escher gangers) - they can just be shifted to the Q1 plan for 2020!



Here are some of the ones I've finished up so far...



Okay, I also redid the entire Delaque gang...



...including two completely new gangers (well... new to me!)

I'll probably do a separate post with more detailed pictures of the Delaque Gangers - with some more background fluff...



I will point out that I made use of the thicker bases to add names to the backs of all my Delaque Gangers. I will likely do the same for all of my gangs.



A pair of Redemptionists. The Deacon is on a larger base because I just decided that all my champions would be on the larger bases.



Cawdor Gangers



Three mechanic/technician types from the Astopolis 2 Kickstarter.



A pair of Imperial Adepts.

 

An assortment of hive Scum

 

Old School, Rogue Trader Era Marine

 

Necromundan Guardsman (deserter now working as a Rogue Doc in the under hive).



Two more from the Astropolis Kickstarter - I'd use them as a Navigator and Guilder, respectively.

The ground detail on all of them is a bit exaggerated. In reality, those floors would be a workplace safety officers worst nightmare...

That's it for now. I have LOADS more in the works - some completed minis just being re-based. Some other gangers and scum and hangers-on that I hadn't finished but are getting new bases... that I might hopefully finish before I have to start in on the Hellboy part of The Plan...


Coming soon to Tim's Miniature Wargaming Blog:

A brief look at October's games. (There weren't that many....)

The complete Delaque Gang in detail.

Other stuff...